Newsgroups: rec.games.roguelike.development
From: Da-Breegster <dabreegs...@gmail.com>
Date: Mon, 19 Dec 2005 23:58:32 GMT
Local: Mon, Dec 19 2005 6:58 pm
Subject: Re: Time in turn-based systems yet again
On 2005-12-19, NIm <bladedpeng...@gmail.com> wrote:
You think it's a good idea? I like it myself now, because it's simple, this preparedness factor can be very generic and can account for any scenario (since I'm writing an engine that'll let me and others create multiple games, more on this in a bit). Maybe preparedness could even be thought of as luck, or a factor that acts similar to luck. The more you rush, the less successful you are in what you do. A question though. For actions costing 1.5 turns, .5 is the deduction It seems like I can either have players lose a turn and get a Oh yeah, clarification on my project. I'm planning to create several You must Sign in before you can post messages.
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Newsgroups: rec.games.roguelike.development
From: Da-Breegster <dabreegs...@gmail.com>
Date: Mon, 19 Dec 2005 23:49:47 GMT
Local: Mon, Dec 19 2005 6:49 pm
Subject: Re: Time in turn-based systems yet again
On 2005-12-19, Gamer_2k4 <gamer...@gmail.com> wrote:
I think it's pretty similar to the idea starting to form in my head now. The concept of turns exist only to give action points back to actors. When actors reach a certain value for AP, they get to choose an action. If it only costs the amount they've already got, it happens immediatly. If not, they wait a bit until they've got enough points. The carryover from a turn (where a certain amount of action points are recovered) is simply kept. Wait. What's the carryover used for? If you only gain back X amount each I'm all confused again. Thanks though. You must Sign in before you can post messages.
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Newsgroups: rec.games.roguelike.development
From: "Gamer_2k4" <gamer...@gmail.com>
Date: 20 Dec 2005 10:53:32 -0800
Local: Tues, Dec 20 2005 1:53 pm
Subject: Re: Time in turn-based systems yet again
The carryover lets the monster act sooner the next time. If it has 400
speed, then it takes 4 turns to move a second time (0 -> 400 -> 800 -> 1200), but only 3 turns to act a third time (200 -> 600 -> 1000). You must Sign in before you can post messages.
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Newsgroups: rec.games.roguelike.development
From: Da-Breegster <dabreegs...@gmail.com>
Date: Tue, 20 Dec 2005 21:02:44 GMT
Local: Tues, Dec 20 2005 4:02 pm
Subject: Re: Time in turn-based systems yet again
On 2005-12-20, Gamer_2k4 <gamer...@gmail.com> wrote:
> The carryover lets the monster act sooner the next time. If it has 400 I get it now. I've figured out how what I guess an energy/tick system > speed, then it takes 4 turns to move a second time (0 -> 400 -> 800 -> > 1200), but only 3 turns to act a third time (200 -> 600 -> 1000). works. Every 10 ticks, or 1 turn, an actor gains back a certain amount of energy. As soon as they can make a move, they'll go for it. I understand now, thanks. You must Sign in before you can post messages.
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Newsgroups: rec.games.roguelike.development
From: derickd...@hotmail.com
Date: 20 Dec 2005 12:11:32 -0800
Local: Tues, Dec 20 2005 3:11 pm
Subject: Re: Time in turn-based systems yet again
Da-Breegster wrote: This is similar to the system I use, as well. There's a global turn > I think it's pretty similar to the idea starting to form in my head now. > The concept of turns exist only to give action points back to actors. > When actors reach a certain value for AP, they get to choose an action. > If it only costs the amount they've already got, it happens immediatly. > If not, they wait a bit until they've got enough points. The carryover > from a turn (where a certain amount of action points are recovered) is > simply kept. (basically, one time through the main game loop) where each actor is given a certain amount of energy, which is based on their abilities, items, etc. There are also two different types of energy - movement and attack. Each action an actor can perform is classified as either move-equivalent (basic movement, opening/closing doors) or attack-equivalent (attacking, casting a spell, using an ability). Currently, each action requires 1000 of the appropriate energy (but that will probably change). When an actor attempts to do something, the appropriate energy pool is checked to see if there's enough energy to perform the action. Once both of the actor's energy pools drop below the threshold for an action (1000), their turn has ended, and the next actor begins their turn. Obviously, the actor can end their turn before this happens, as well. If an actor does not have enough energy to perform an action, their turn is simply skipped. Now, if an actor is given 1500 movement energy on a turn (with an Having everyone on the same turn is nice for the duration of effects, You must Sign in before you can post messages.
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Newsgroups: rec.games.roguelike.development
From: Brendan Guild <d...@spam.me>
Date: Sat, 24 Dec 2005 21:22:35 GMT
Local: Sat, Dec 24 2005 4:22 pm
Subject: Re: Time in turn-based systems yet again
derickd...@hotmail.com wrote in
news:1135109492.889759.154020@g49g2000cwa.googlegroups.com: Just to be clear, does this mean that nothing happens when the player attempts to perform an action without enough energy? Would this happen every turn as the player gets low on energy for that turn? Having your keys sometimes perform actions and sometimes do nothing is likely to seem frustrating and counter-intuitive, I think. What happens when the player ends a turn before using up the energy? You must Sign in before you can post messages.
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Newsgroups: rec.games.roguelike.development
Followup-To: rec.games.roguelike.development
Date: 19 Dec 2005 23:45:30 -0800
Local: Tues, Dec 20 2005 2:45 am
Subject: Re: Time in turn-based systems yet again
All of this turn/tick/mini-turns talk twist my head. It seems
confusing. I prefer to handle the "who gets to act next" question using a priority queue and think of how long different actions take to perform measured in milliseconds. Consider this: ####### You have the Player ('@') with speed 10 The average speed in your game is 10 Moving one mapcell takes 1000 milliseconds (1 second) for a creature Attacking takes 300 milliseconds (0.3 seconds) for a creature with Then take a normal PQ and insert the Player, Bat and Troll, each with a The PQ looks like this: 0 Player Pop the creature with the lowest priority from the PQ, the Player. The Player moves east. The time it takes to move one cell for the 0 Bat Pop the next creature, the Bat. The Bat moves one cell west which takes 0 Troll Pop the next creature, the Troll. The Troll moves north. This takes 714 Bat ####### Pop the next creature, the Bat. The Bat attacks the Player which takes 928 Bat Pop the next creature, the Bat again! Due to it's speed it gets an 1000 Player Next creature to act is the Player. The Player crushes the bat using a 1300 Player Hope this was easy to follow. I think this is a neat way of solving /Björn You must Sign in before you can post messages.
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Newsgroups: rec.games.roguelike.development
From: "Gamer_2k4" <gamer...@gmail.com>
Date: 20 Dec 2005 11:00:48 -0800
Local: Tues, Dec 20 2005 2:00 pm
Subject: Re: Time in turn-based systems yet again
That's a decent system, but if you want realistic healing and poison
effects (as well as other time based features) it is probably better to use a turn system. In your example the Troll would probably only heal on its turn, which would cause problems. Suppose the Troll had 10 HP and two monsters hit him for 5 before he could act again? Conversely, do you want a bat to heal more often merely because it is faster? It's better to heal constantly, even when it's not the monster's turn. A Troll has incredible regeneration no matter how fast it moves. You would need to write seperate healing code using your method. With the turn system, all you need to do is check if (TURN % (50 - Toughness)) == 0), and if it does, then heal. It seems fairer to have the Troll slowly heal while in combat (10 -> 5 -> 6 -> 7 -> 2) This way the Troll won't have a cheap death. You must Sign in before you can post messages.
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Newsgroups: rec.games.roguelike.development
From: Sam Skipsey <scs...@york.ac.uk>
Date: Tue, 20 Dec 2005 20:38:10 +0000
Local: Tues, Dec 20 2005 3:38 pm
Subject: Re: Time in turn-based systems yet again
In my queueing system, there are three separate event queues - one for
"metabolic" effects, one for "physical" effect and one for "intelligence" effects. So, a Troll has a fast metabolism, a normal response to physical stimuli, and a very slow thought-process. We pop off the queues at the relevant tick, which leads to a transparent ordering of people's turns (the "intelligence" queing), separate from the ordinary physical and metabolic effects in the game. Sam You must Sign in before you can post messages.
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Newsgroups: rec.games.roguelike.development
From: Da-Breegster <dabreegs...@gmail.com>
Date: Tue, 20 Dec 2005 21:11:43 GMT
Local: Tues, Dec 20 2005 4:11 pm
Subject: Re: Time in turn-based systems yet again
On 2005-12-20, Gamer_2k4 <gamer...@gmail.com> wrote:
> That's a decent system, but if you want realistic healing and poison I see the problem. I haven't been thinking about healing at all. How > effects (as well as other time based features) it is probably better to > use a turn system. In your example the Troll would probably only heal > on its turn, which would cause problems. Suppose the Troll had 10 HP > and two monsters hit him for 5 before he could act again? Conversely, > do you want a bat to heal more often merely because it is faster? It's > better to heal constantly, even when it's not the monster's turn. A > Troll has incredible regeneration no matter how fast it moves. You > would need to write seperate healing code using your method. With the > turn system, all you need to do is check if (TURN % (50 - Toughness)) >== 0), and if it does, then heal. It seems fairer to have the Troll > slowly heal while in combat (10 -> 5 -> 6 -> 7 -> 2) This way the > Troll won't have a cheap death. would this tie into an energy system without separating things into IQ, physical, and metabolic tasks? You must Sign in before you can post messages.
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